Section One - Introduction,
Chapter 0 - About the author,
Chapter 1 - How to use this book,
Chapter 2 - Book Introduction, Section Two - Preparation,
Chapter 3 - Gaming Is a Business,
Chapter 4 - Design,
Chapter 5 - Game and Studio Strategy,
Chapter 6 - Communication,
Chapter 7 - Game Demo, Best Practices, and Tips,
Chapter 8 - How to Pitch, Section Three - Execution,
Chapter 9 - Finding the Publisher,
Chapter 10 - Feedback and Follow-ups,
Chapter 11 - Game Budget, Best Practices, and Tips,
Chapter 12 - Closing the Deal and Keeping the Publisher, Section Four - Contingencies,
Chapter 13 - Nobody Wants Your Game, Now What?,
Chapter 14 - Self-publishing for Experience, Section Five - Conclusion,
Chapter 15 - Someone, Somewhere, Wants Your Game